PM3.6 - Game & Watch - Action - 0x112 SpecialN
Entry Script
- CallEveryFrame { thread_id: 9, script: 0x1acdc }
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (ChangeInAirGroundState) }
- PreviousInterruptAddRequirement(OnGround)
- PreviousInterruptAddRequirement((RandomAccessFloat(EnableTurnWhenBelowZero) LessThan scalar(-1)))
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (ChangeInAirGroundState) }
- PreviousInterruptAddRequirement(OnGround)
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(StayOn)
- SetAirGround(6)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialN)
- else
- ChangeSubactionRestartFrame(SpecialN)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- SetAirGround(0)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialAirN)
- else
- ChangeSubactionRestartFrame(SpecialAirN)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- LoopRest
Exit Script